baritone/src/main/java/baritone/utils/InputOverrideHandler.java

131 lines
3.6 KiB
Java
Executable File

/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.utils;
import net.minecraft.client.settings.KeyBinding;
import java.util.HashMap;
import java.util.Map;
/**
* An interface with the game's control system allowing the ability to
* force down certain controls, having the same effect as if we were actually
* physically forcing down the assigned key.
*
* @author Brady
* @since 7/31/2018 11:20 PM
*/
public final class InputOverrideHandler implements Helper {
/**
* Maps keybinds to whether or not we are forcing their state down.
*/
private final Map<KeyBinding, Boolean> inputForceStateMap = new HashMap<>();
public final void clearAllKeys() {
inputForceStateMap.clear();
}
/**
* Returns whether or not we are forcing down the specified {@link KeyBinding}.
*
* @param key The KeyBinding object
* @return Whether or not it is being forced down
*/
public final boolean isInputForcedDown(KeyBinding key) {
return inputForceStateMap.getOrDefault(key, false);
}
/**
* Sets whether or not the specified {@link Input} is being forced down.
*
* @param input The {@link Input}
* @param forced Whether or not the state is being forced
*/
public final void setInputForceState(Input input, boolean forced) {
inputForceStateMap.put(input.getKeyBinding(), forced);
}
/**
* An {@link Enum} representing the possible inputs that we may want to force.
*/
public enum Input {
/**
* The move forward input
*/
MOVE_FORWARD(mc.gameSettings.keyBindForward),
/**
* The move back input
*/
MOVE_BACK(mc.gameSettings.keyBindBack),
/**
* The move left input
*/
MOVE_LEFT(mc.gameSettings.keyBindLeft),
/**
* The move right input
*/
MOVE_RIGHT(mc.gameSettings.keyBindRight),
/**
* The attack input
*/
CLICK_LEFT(mc.gameSettings.keyBindAttack),
/**
* The use item input
*/
CLICK_RIGHT(mc.gameSettings.keyBindUseItem),
/**
* The jump input
*/
JUMP(mc.gameSettings.keyBindJump),
/**
* The sneak input
*/
SNEAK(mc.gameSettings.keyBindSneak),
/**
* The sprint input
*/
SPRINT(mc.gameSettings.keyBindSprint);
/**
* The actual game {@link KeyBinding} being forced.
*/
private final KeyBinding keyBinding;
Input(KeyBinding keyBinding) {
this.keyBinding = keyBinding;
}
/**
* @return The actual game {@link KeyBinding} being forced.
*/
public final KeyBinding getKeyBinding() {
return this.keyBinding;
}
}
}